Showing posts with label imperial. Show all posts
Showing posts with label imperial. Show all posts

Sunday, April 10, 2011

Arena of Death – Phantom vs Warlord

Gleefully ripping off from Claws and Fist’s series of the same name I present a deathmatch between the pride of the Craftwords, the sleek and shiny Phantom Titan, and the mainstay of the Adeptus Mechanicus Collegia Titanica’s Divisio Militaris, the mighty Warlord Titan.
Both are equal points, the dice rolls are real, the results are written down as they happen.



Rules

The Warlord will have a standardised layout for each match:

1 x Quake Cannon
1 x Lasblaster
1 x Twin Turbolaser
1 x Apoc Missile Launcher

This is by no means the strongest, but is a good, balanced layout. The Phantom will be used with different weapon combos for effect.


Round 1 – Warlord Goes First

The Warlord fires all its guns, the AML hitting with all shots automatically due to the Phantom’s footprint, and the other weapons all scoring hits.
Armour penetration is rolled, with the AML scoring a glance, and the Quake Cannon two pens. The five turbolaser shots auto penetrate.

Saves are rolled:

Stationary Phantom (5++): Saves one QKC hit and one turbolaser. This gives it one glance and five penetrating hits (four with a +1 on the damage chart).

Moving Phantom (4++): I only managed to improve the roll by a second save against the turbolasers, not too much of an improvement.


Damage

Stationary – Gun Crew Stunned (saved), Driver Stunned, Drive Damaged, Weapon Destroyed x 2 (one saved), Structural Damage

Moving - Driver Stunned x 2, Structural Damage, Chain Reaction! X2 = Driver Stunned x2

The Warlord packed a hefty punch, doing a large amount of damage in a single salvo. Next turn the Phantom will be severely weakenedHardly surprising though.




Round 2 – Phantom goes first < 48” range

The Phantom fires its missile battery and pulse laser, hoping to take down some shields first. With some good rolling five void shields are taken out, allowing for the big guns to follow up:

Two D-Cannons: Both hit, inflicting 4 rolls on the damage chart (with a +1 on each), bypassing the remaining void shield entirely.
Results are Driver Stunned, Weapon Destroyed (save failed), Drive Damaged, Chain Reaction! = Chain Reaction! = Drive Damaged.

Not bad, immobilising the sucker and knocking off one of his guns, as well as two SPs, somewhat reducing the Warlord’s ability to get his shields back.


Two Pulsars: All eight shots hit, causing seven hits (one needed to knock out his last shield). For this example I’m adding both the AP1 and StrD bonus to the damage chart.

Results are: Weapon Destroyed (saved), Structural Damage x 3, Drive Damaged x 3 (third converts to weapon destroyed, which is saved).

A somewhat lacklustre round of shooting there, failing to do much in the way of reducing the Warlord’s immediate fighting ability, so come next turn it will be able to hit back with its full salvo of weapons (see Round 1 for how that’s going to feel).

So I rolled again, bringing up: Weapon Destroyed, Drive Damaged, Structural Damage, Chain Reaction! x 4 = Weapon Destroyed, Structural Damage, Chain Reaction! = Chain Reaction! = Chain Reaction! = Chain Reaction! = Structural Damage... but it doesn’t matter as it was dead already (it exploded).

So it is possible to ‘one shot’ a Warlord, but you need to be very lucky in both getting those Chain Reactions and taking down the shields.



One Pulsar, one D-Cannon: All shots hit, though one Pulsar blast is used up on a shield. The D-Cannon does 2 hits, for a total of five rolls on the damage chart with two at +1, and three at +2.

Results are: Structural Damage x 2, Chain Reaction! x 3 = Drive Damaged, Chain Reaction x 2 = Chain Reaction! x 2 = 23” blast Apocalyptic Explosion!

Impressive, but keep in mind that if the Phantom had been over 48” away, the Pulsar hits would have been absorbed by the shields. Twin Pulsars would have been needed to get two hits.
Also keep in mind that I’m using both the AP1 and StrD bonuses, so if that gets FAQ’d as not working the results would be less impressive.




Round 3 – Phantom (mixed weapons) at 90” range.

Phantom goes first, moving forward and firing its Pulsar, stripping off four shields. The Warlord remains stationary, firing all its weapons, totalling up two glances and seven pens (five with +1). The Phantom saves one glance, one Quake Cannon hit and two turbolaser hits.

As a note if the Phantom had moved all out and gotten a 3++ save it would have saved against four of the StrD hits.

Damage is: Weapon Destroyed (Pulsar, saved), Gun Crew Shaken (Pulsar, stunned), Driver Stunned x 3.
The Moderatii need to spend more time on the target range it seems.

The Phantom, robbed of the only weapon it can use at this range, shunts all the driver stunned results into Gun Crew Shaken ones (aside: does the attacker still chose the weapons? I’d say so). The D-Cannon, Pulse Laser and Missile Battery are now also stunned, so the Phantom cannot shoot at all next turn.


The Phantom (turn 2) moves all out and gains a whole extra 9”, closing the distance to 57”. Cannot shoot, but its save is improved to 3++.

The Warlord regains its four lost void shields, and fires again – scoring the same amount of damage as last turn. One Quake Cannon shot is saved, as are four turbolaser hits (it’s like déjà vu all over again).

Damage is: Gun Crew Stunned x 2, Drive Damaged, Structural Damage.
The Pulsar stays stunned, but the D-Cannon makes its save.


The Phantom (turn 3) diverts power from the stunned Pulsar and moves an extra 7”, closing the range to under the magic 48” mark (44” to be precise).
Firing all available weapon systems it knocks out three void shields and hits three times with the D-Cannon.

Damage done: Weapon Destroyed (Lasblaster), Chain Reaction! x 2 = Driver Stunned, Chain Reaction! = Drive Damaged.


The tally is now Warlord at half speed, minus a gun and on 6 SP, while the Phantom is at half speed, and 6 SP.


The Princeps, angry at the pointy-heads’ impertinence, pulls up his shields (regaining all the lost ones) and fires his remaining weapons at the enemy. His anger seemed to do him no favours as he only scores four penetrating hits (‘only’, ha!) – the loss of the Lasblaster was a serious one.
The Phantom saves the Quake Cannon hits, but still takes the StrD turbolasers.

Damage done: Driver Stunned, Drive Damaged (the Phantom is now Immobilised).


The Phantom (turn 4) hits back with all its weapons, knocking off four shields with the light systems, before the Pulsar takes out the last two and scores two hits. The D-Cannon does a further one.

Damage done: Chain Reaction! x 3 (all natural 6’s too) = Drive Damaged (Immobilised), Weapon Destroyed (Turbolasers, saved), Chain Reaction! (another 6!) = Weapon Destroyed (Quake Cannon).

The Warlord is now on 2 SP, Immobile, and fails to get its shields back online. It fires back as best it can, the turbolasers hitting twice, which the Phantom fails to save.

Damage done: Weapon Destroyed (Pulsar), Chain Reaction! = Chain Reaction! = Chain Reaction! = Chain Reaction! = Structural Damage.


The Phantom (turn 5) , on ONE SP, immobile, and without an arm, gives its best shot back. The Missile Battery causes a glance, while the D-Cannon scores two penetrating hits.
Damage done: Gun Crew Shaken, Driver Stunned, Weapon Destroyed (Turbolasers, saved [curse you Imperial dogs!]).

The tech priests pull up a solitary void shield and the crippled Warlord attempts to finish off its nemesis. The damage seems to have busted the targeters, as one of the Turbolaser shots goes wild, missing completely. The other hits though, and is not saved.
Damage done: Weapon Destroyed (D-Cannon, saved!).


Naturally the Phantom (turn 6) shoots back, causing a glance on the shield and two penetrating hits.
Damage done: Weapon Destroyed, Chain Reaction! = Chain Reaction! = Apocalyptic Explosion which, fortunately for the Phantom, is only 18” in radius.



Victory to the Eldar! Though I think it was a very narrow one and had the Warlord had more average damage rolls in the first round of shooting it would have been over more quickly and decisively.

The Holofield save was nice, being able to stop a StrD attack without question, but too unreliable. Having to sacrifice shooting to keep moving (and keep alive) is a big offset. The Phantom can do tremendous amounts of damage, but a single Driver Stunned result can cripple it – either you stay still and weaken your defences drastically, or you risk losing half your heavy firepower.


The above battle was also fought in a vacuum, so the Phantom would have to be dealing with getting blasted by all sorts of light support weapons trying to stun it and lock it down. That would really be the best tactic – hit it with infantry heavy weapons to try and get some stunned and shaken results before concentrating StrD on it next turn. That way you’ve either immobilised it so its save is only 5++, or it won’t be firing so is out of the game for a turn really anyway.


Relating to my earlier thoughts on the beta rules, I think if it was able to totally ignore Driver Stunned results and the Agile movement was 6+d6” / 6+2d6”, and the secondary weapon ranges were increased a little it would be worth it.
If AP1 and StrD end up not stacking on the Superheavy chart though, the Phantom will be quite significantly weakened. Being able to cause SP damage/wrecks on a 3+ is a massive positive in its favour.

(click for larger version with legible text)

I ran a Phantom vs Reaver match too –it went something like “Phantom fires, Reaver explodes” (especially with twin Pulsars), so I won’t bother writing it up.


* the images are from Codex Titanicus, an expansion to Adeptus Titanicus and Space Marine.

Friday, July 02, 2010

Divisio Investigatus - Robots in 5th Ed, part 2

Part 1, Robot Programs, is found HERE

Legio Cybernetica Maniple


The Legio Cybernetica Maniple is a Heavy Support Choice for Imperial Guard, Space Marine, Witch Hunters, Daemon Hunters or Chaos Space Marine armies.

Unit Composition:
1 Controller
3-6 Robots

If the Maniple has more than 3 Robots, a second Controller may be taken.


Controller... 25 points

The Controller has the following profile:

Type: Infantry

WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
Ld: 8
Save: 4+

Equipment: Laspistol, Tools (count as hand weapon), Command Box

Special Rules: Stubborn. Furthermore, the Controller is Fearless when within 12" of any non-wrecked Robot from his maniple. If forced to fall back the Controller moves towards the closest non-wrecked Robot from his maniple.

"Get Back Here!" - The Controller may always Run 6" in clear ground.

Blessings of the Omnissiah - In lieu of shooting or using the Command Box the Controller may attempt to repair a single Robot he is in base to base contact with. Roll a D6 - on a 5+ a single Weapon Destroyed or Immobilised result is reversed.
Weapons repaired are fired that turn as per the Robot's program.

Upgrades: The Controller may be upgraded to a Battle Adept for +15 points. They gain +1 to their base Toughness and Leadership (4 and 9 respectively) and the Feel No Pain and Move Through Cover special rules.
The Controller or Battle Adept may take Power Armour for +10 points.



Robot Profiles:

All Robots have the Move Through Cover USR.


New Equipment

Robot Close Combat Weapon:
The Robot Close Combat Weapon (RCCW) is a power weapon. A Robot with two RCCWs gains an extra attack in Assault

Siege Hammer
The Siege Hammer is a DCCW that adds +1 to the vehicle damage table and inflicts a ‘Crew Shaken’ Result in addition to any other damage. The Siege Hammer can only gain or give a bonus attack when used with a second Siege Hammer, not a DCCW.



Crusader – 60 points
WS: 5
BS: 4
S: 5
I: 5
A: 3 (4)
FSR Armour: 11 – 10 – 10

Weapons: Two RCCWs, Heavy Bolter
Special Rules: Fleet


Colossus – 80 points
WS: 4
BS: 5
S: 6
I: 3
A: 2
FSR Armour: 13 – 13 – 11

Weapons: Siege Hammer, Bolt Gun, Meltagun
Special Rules:


Cataphract – 60 points
WS: 4
BS: 5
S: 5
I: 4
A: 2
FSR Armour: 12 – 11 – 10

Weapons: Bolt Gun, Flamer, Missile Launcher
Special Rules:


Castellan – 65 points
WS: 4
BS: 5
S: 5
I: 4
A: 2 (3)
FSR Armour: 12 – 12 – 10

Weapons: Two DCCWs, Heavy Bolter
Special Rules:


Conqueror – 90 points
WS: 3
BS: 5
S: 4
I: 3
A: 2
FSR Armour: 13 – 12 – 10

Weapons: Autocannon, DCCW, Heavy Bolter
Special Rules: Slow and Purposeful



To customise a Robot’s weapon load-out, consult the lists below. A weapon can be exchanged for any on the list by paying (or adding) the points differential:

Arm Mounts:
Bolt Gun... 0
Storm-bolter... 5
Flamer... 5
Autocannon... 15
RCCW... 5
DCCW... 15
Siege Hammer... 20

Back Mounts:
Heavy Bolter... 0
Meltagun... 0
Missile Launcher... 5
Lascannon... 10


For example:
A Crusader (2 x RCCW, Heavy Bolter, 60pts) is being modified. Removing one RCCW and replacing it with a Bolt Gun will give the player back 5 points, as the Bolt Gun has a base cost of 0, while the RCCW’s is 5.
If the other RCCW is upgraded to a Siege Hammer that will then add 15 more points on, (5 base vs 20 base).
Together these changes would take the Crusader from 60 to (60 – 5 + 15) = 70 points all up .

Wednesday, June 30, 2010

Divisio Investigatus - Robots in 5th Ed, part 1


A poster on the BoLS Lounge asked how to transfer the Rogue Trader era rules for Robots into 5th ed. This is my take on them.


Legio Cybernetica Maniple:


Unit Composition: 1 Controller and 3-6 Robots. A second Controller may be purchased if the Maniple contains 4 or more robots.

Legio Cybernetica Controller:

Some of the most fanatical soldiers in the ranks of the Imperial forces, the Adepts of the Legio Cybernetica swear oaths of loyalty more fearsome than most Astartes warriors to try to erase the stain of their Order's betrayal during the Heresy. Fighting alongside the immortal, mindless machines of the Mechanicus their lot is usually a short one.
They go into battle with their charges, seeing their duty in the thick of battle to tend to the machine's spirits and bodies even when other mortal warriors would quit the field. Casualties are high, but the Maniple Controlers will sacrifice themselves a hundred times over for the sake of one of their precious machines.



Robot Special Rules:

Being inorganic, all Robots ignore Crew Shaken and Crew Stunned Results. Robots will always attempt to Death or Glory a ramming vehicle.


Programs
: Each individual Robot is given a Program before battle. This cannot be changed during the battle, and should be clearly written down on the army list to avoid confusion. The three programs are Assault, Secure and Destroy.

The program is consulted before the Robot acts and must be followed even if it would be tactically better to ignore it, but it may be overridden by the Controler using the Command Box (see below).
When a command states to move towards an objective the Robot will attempt to move in a straight line, even when this means moving through difficult or dangerous terrain. Again, the Command Box can override this.

During each phase consult the Program to determine the Robot's actions.


Assault Program:

Movement:
Move towards the closest enemy unit.
If no unit visible, move towards enemy board edge.
If enemy board edge reached, return to own table edge (and continue until reached).
Shooting:
Fire on the closest enemy unit.
If no unit visible, Run towards enemy board edge.
If enemy board edge reached, Run to own table edge (and continue until reached).
Assault:
Assault the closest enemy unit.


Secure Program:

When the Robots are deployed (or declared in Reserve), nominate an Objective on the board as the Robot's target. If no objectives are present, place a marker anywhere or nominate a terrain feature. Should an Objective be destroyed, the target Objective will become the closest objective to the Robot.

Movement:
Move towards Objective.
If Objective reached stand ground.
Shooting:
If enemy unit controls/contest Objective, fire on that unit.
If no enemy unit controls/contests, or it is locked in assault, fire on closest enemy unit
Assault:
Attempt to assault enemy unit controling/contesting Objective.
If Objective is controled by other friendly troops, assault nearest enemy unit.
Else ignore.


Destroy Program:

Nomintate a type of enemy unit at deployment (eg Infantry, Jump Infantry, Assault Marines, Vehicles, Tanks, Land Raiders) - be as specific or as vague as you like, but keep in mind the restrictions of the program. This type of unit is Target Unit.

Movement:
Move towards closest Target unit.
If no unit visible, move towards enemy board edge.
If enemy board edge reached, return to own table edge (and continue until reached).
Shooting:
Fire on closest Target Unit.
If no Target Unit visible, fire on closest enemy unit.
If no enemy units visible, ignore.
Assault:
Assault closest Target Unit.
If unable, ignore.


Slave Programs: If two or more Robots are loaded with the same type of Program they can be slaved together. They are treated as a unit, maintaining 4" coherency, but do not treat Immobilised results as Wrecked - the immobilised robot is left behind, and each Robot must be targeted individually.

When measuring closest distance for the purposes of the Program, it is the closest to either/any of the Robots that is not immobilised. Should all the slaved Robots be immobilised, or their be two precisely equidistant targets, randomise which robot is measured from.
Example: Robots A and B are slaved together with the Assault Program loaded and are both immobilised. I roll a D6, with a 1-3 meaning A, and a 4-6 meaning B. I roll a 5, and both Robots attempt to fire on the unit closest to Robot B.


The Control Box: Each controller is issued with a Control Box, which can be used to manually override the Robot's programming for a short period. Every time a Robot is activated and its Program checked as to what it may do, the Controller may attempt to override the machine.

First, measure if the Robot is within 12" of the Controller; if not no check is made. If within range the signal is strong enough that the Command Box may be used.
This is done as a check against the Controllers unmodified Leadership, and may be used if the Controller has moved, Gone to Ground or is Pinned. It may not be used if the Controller has shot a weapon or is engaged in an assault. Conversely if the Command Box is used the Controller may not shoot (though he can run), or initiate an assault.

If the test is passed the Robot may ignore its Programming and, for that phase, act like any normal unit in the game.
For example acting under the Secure Program, a Robot may be prevented from moving towards an objective (or moved around difficult terrain rather than through it), a Robot's weapons could be targeted at a unit not on the Objective (because they are out of range or a threat nearby is more pressing) etc.
If a group of Slaved Robots is present, only one check is made for the whole group.

Should the check fail, the Robot goes on its merry way as per its Program. This does not prevent the Controller from further attempts that phase or turn. However for each check after the first deduct 1 from the dice rolls, representing the difficulty of micro-maneging that many tasks.
Example: Robot A moves, and the Controller attempts to override it, needing 9 or less. Rolling a total of 5, he passes. Robot B moves, and now the Controller needs an 8 or less. Rolling a 10, he fails.
In the Shooting Phase, Robot A fires. Now the Controller needs a 7 or less should he wish to override the program etc.

-

Part 2, the unit entry, is found HERE.

Friday, January 15, 2010

On the topic of the Shadowsword variants

The Shadowsword kit comes with six possible variations (datasheets on the GW site here). Each has various sponson options, mostly lascannons and heavy bolters, but a few have some specialist kit (noted ineach entry). I'm not discussing points as there is very little difference with upgrades, at least at an Apocalypse level. Here are my thoughts on them individually (in alphabetical order):


Banehammer

This beasty is one of the two that can carry 25 dudes (ten of whom can fire) but still has a nice big gun. The gun on the Banehammer has a good 60" range, Str8, AP3 and a 7" blast, so good for annihilating enemy infantry. It is also Ordnance so can be used against armour with some reliability.
It also features the nifty earthshock ability, where a 4D6 "size" (it isn't clear on diameter or radius, but most measurements seem to be diameter) area becomes difficult terrain, with one less dice for the test. It is also dangerous terrain for vehicles.

Quite useful as a mid line support vehicle - use the cannon to tie up enemy units and load the boot with heavy weapons or other support assets.

Rating: 7/10



Banesword

The artillery version of the Shadowsword, the Banesword features the Quake Cannon as its primary gun. This beast fires a barrage 24-180" away. That's a Str9 AP 3 10" ordnance barrage. It's a 10" blast so even the guard can hit something, and if you feel insane you can still fire at things directly under 24".

Depending on the table layout you use the Banesword can be very, very good or very, very, mediocre. If it is a nice big table and you have some cover you can park this sucker behind some nice big cover and blow up scads of infantry and light vehicles with it - you're still hitting with a Str5 hit with the main blast, and get to re-roll the armour penetration dice don't forget.
If it's a long thin table or not much cover the long minimum range will hurt, as the main benefit of the Quake Cannon is its indirect fire ability.

Rating: 8/10 or 6/10 depending on the table.



Doomhammer

The Doomhammer instantly wins point for being able to bring dooooom to your foes. Also, it has liquid hot mag-ma.

The other 25 body transport, the Doomhammer is a hybrid Shadowsword/minibus. The Magma Cannon fires 60", with Str10, AP1 and a 5" (large) blast. Again it is Ordnance, so the primary duty here is anti-armour - Land Raiders, other SHs, GCs etc.
However it bears the Imperial Guard's wonderful BS of 3. With the smaller blast it will be harder to hit a target at all let alone with the centre, unless you're firing at something big.

The Doomhammer has a few good parts, but suffers for trying to do too much without doing anything particularly well. Which is a shame as it has the greatest comedy potential.

Rating: 6/10.



Shadowsword

The grand-daddy of them all, the original superheavy that isn't the Baneblade, the Shadowsword exists purely to kill armour, and big armour at that.

The Shadowsword's Volcano Cannon is the smallest of the guns to bear that name. It has a massive range (120"), but that generally doen't come into play. Its main drawcard is StrD - the only pure Guard vehicles to have it I believe. Compared to titan VCs, the Shadowsword has the smallest blast at 5" (large blast). Coupled with the IGs middling BS, it is a bit more risky than the Titan mounted weapon systems to score a hit.

The Shadowsword does have the advantage that it comes with integral void-shield busting lascannons, but the BS3 firing them strikes again. Basically only take a Shadowsword if you know there will be other SH vehicles to kill, otherwise there are things that kill tanks better for cheaper.

Rating: 8/10 or 4/10 if they don't have superheavies.



Stormlord

"It has All Power to the Weapons!! It has 30 shots!!!"

But, the cynic replies, it has Str6 and BS3. I have ranted against the VMB before, and this does not change when it fires more with a lower BS. The damage output is lowered by the BS to counter the high rate of fire so there is no significant change in kills.

Also, when firing 30 times you can't move. So the mighty assault vehicle can't move anywhere, and even if it does it only moves 6" a turn. You can assault out of it, but it's not likely to get anywhere anytime soon.

There is a popular idea of cramming 20 or so heavy weapons teams in the back. This often falls down as few people have 20 weapons teams, or if they do they need them for their squads. If you want to do something that stupid you'd better have the models to back it up.

Suffers similarly to the Doomhammer - an assault vehicle that moves slower than infantry (no run move), and a massive gun that's not very good at killing things. The best use anyone can come up with is a mobile pillbox. When the best use for a superheavy is as a bunker for other things that can actually kill things, it's time to go back to the drawing board.

Rating: 3/10 - yes, I have actually used one in a game. It's great as a tank or movable building, but as a superheavy it fails miserably.



Stormsword

One of the oldest variants on the Shadowsword hull, the Stormsword carries no troops, just a giant assault gun.

The gun has a short range (36"), but a massive Str10, 10" ordnance blast balances that out. It also ignores cover so you can kill anything nearby with impunity. Good against all infantry and a large number of vehicles, the cannon only suffers that you need to get in close.
In that regard it is the inverse of the Banesword - if you play on massive boards you will need to flank march to get the best out of it, but on a close in board it will murder your opponents.
Downside is that the 10" blast doesn't care who it hits, so friendly infantry need to be wary of standing too close.

The default sponson loadout is a bit odd, with heavy flamers in place of lascannons, due to the Forge World version coming with them by default. You have to pay points to upgrage to lascannons, and to upgrade the hull heavy bolter to twin linked. However I'm not so sure that's a necessity (maybe the hull bolters) as the Stormsword is designed to be in the thick of it killing the bejeezus out of the enemy - the goal of any superheavy.

Rating: 9/10, or 4/10 on a sparse map.

Saturday, October 17, 2009

How to Kill a Titan, pt 2 - Space Marines

So the self proclaimed Emperor's Finest decided to get stomped on by the Adeptus Titanicus - how do they keep from getting squashed into a fine paste in one turn?

General points


Marine's usual strengths of T4, 3+ save are of little good when trying to take down a Titan. Most of the Titan's shooting attacks are S8 or more, and are all AP3 or lower. In assault it hits at S10, ignoring armour saves on 4+.

Marines can pack a whole lot of melta, but melta needs to get close to do its damage, and being near an exploding Titan is never fun.

Run away!

So what to do? Well lets go through the Codex and look at each unit's viability as a titan-killer.


HQ

Commanders/Captains - Not a bad option overall, the Commander can use his orbital bombardment at range, or be equipped with a Thunderhammer and Storm Shield for survivability.
Cons: No big downsides, but no big plusses either. Not an overly cost effective choice.

Chaplains - Useful for buffing friendlies to maximise hits, but weak himself for killing power. Can get a Jump Pack or Terminator Armour to boost those potent units though.

Librarian - Has good potential, though it is highly dependant on power choice.
-Force Dome can be used to increase survivability somewhat (something's better than nothing!)
- Machine Curse can automatically put a glancing hit on a vehicle. While it won't knock off any structure points it has the potential to shut down movement and shooting. And a titan that isn't shooting is as good as dead.
- Might of the Ancients isn't a bad second choice giving the Librarian a pretty good chance with a fair number of attacks.
- Gate of Infinity can be used to rapidly redeploy a dead shooty unit right up close, though is somewhat unpredictable.
- Vortex of Doom should only be used if the Librarian is in Terminator Armour (making him Relentless), but isn't that hot.

Master of the Forge - Three Thunder Hammer + two power fist attacks on the charge (after shooing his combi-melta) makes the MotF a fairly solid contender to mix it up in an assault. Swapping out the harness for a Conversion Beamer isn't so bad - it has good strength at mid range and S10 at full range, something the Marine list lacks.
The 2+ save is good, giving protection from many Titan weapons, but the lack of an invulnerable save leaves him vulnerable to big blasts.


Elites

Terminators - One of the better options, but with a few glaring weaknesses. While they are expert at wrecking Titans up close (ten guys with Chainfists) their shooting is ineffectual. If you're counting on Rending from Assault Cannons and glances from Cyclones don't expect to see the big guy falling any time soon. They also suffer from either being slow (no assault after Deep Strike) or sitting in a vulnerable transport and getting stuck on foot.

Assault Terminators - Similar to their shooty brethren, but with improved survivability (TH/SS versions - but LC/LC is pointless against a Titan anyway). They suffer from the same weaknesses, and with the added problem of only being able to deal with infantry roadblocks by assaulting them.

Assualting is still a risky business as a Titan can Stomp. Stomping means the Titan can execute a single attack against any model in base to base contact. These hit on a 4+, ignore armour and are S10. Storm Shields give their handy 3++ save, but they're going to get hurt back pretty badly as everyone's at initiative 1.

However in multiples Terminator squads really shine. By this I mean three or four squads teleport down. There are two 'tactical' squads to gun down enemy defenders and screen for counter assault. Between these squads are TH/SS assault units. They simply run closer to their target and hope the other squads can hold off any nearby enemy infantry from assaulting them and tying them up in a mire of bodies.

Sternguard - Ten guys in a drop pod with combi-meltas and meltaguns. Add Vulkan to really make that Princeps cry. The drop pod's special guidance rules mean you can land in the tiniest gap without fear of mishap. The only thing is to make sure you have enough room to get out, get LoS, and get within 6" for those precious 2D6 pen rolls. Landing perfectly will do no good if you're to close and have to disembark on the far side of the pod so half your guys can't see, and the others are more than 6" away. Also keep in mind that you may potentially need to draw LoS upwards to avoid shooting through screening infantry.

Also bear in mind that the AP1 bonus does not exist on the Superheavy Damage Chart [edit: IT does as of IA:A2]. The only reason to take melta is to easily penetrate the armour. I can't help it if you roll all ones after that.

Don't expect them to live long after they land though, so don't bother with melta bombs or power fists.


Dreadnoughts - Similar to Terminators, but with the ability to take a multi-melta. Drop podding a MM dread can cause some serious havoc to a Titan. It gets the 2D6 penetration from 12" away, which is conveniently within the Titan's void feilds. They're not bad in assault either, hitting pretty hard (and before the Titan, which Terminators do not do).

The Ironclad can get a Chainfist, which is better than the Seismic Hammer (as the Hammer's +1 on damage charts doesn't transfer to the SH damage chart). It also has a meltagun, but is slow and vulnerable, a probelm of all Dreads. They also have the issue of being vulnerable to being tied down by a wave of cheap infantry. Imagine your horde of drop podding assault dreads getting swamped by squads of Penal Legionairres - they're stubbon and can potentially get Rending - those Dreads wouldn't be going anywhere anytime soon.

Dreads do have one very good use - equipping for long range fire and knocking down shields with missile and lascannon fire. Also the Imperial Armour 2 Mortis pattern with autocannons or missile launchers can pretty reliably take down void shields for not many points.

Techmarines - The Master of the Forge lite. A good add in for some face beating power, and pretty cost effective. Not bad, but only a foot option, so slow.


Troops

Tactical Squads - "Jack of all trades, master of none - but oft times better than a master of one." This is not one of those times. In shooting they are only going to be hitting with one decent weapon (two close up with a combi weapon), and in assault krak grenades do nothing, and a single melta bomb hitting on a 6 isn't great. The Sergeant can also take a power fist, but the Titan will promptly stomp him back. Not lookig good for the Sergeant.

Scouts - Mounting them in a Storm or on bikes and using them to bring Terminators via teleport homers is probably the most they can contribute to the fight.

Or they can hijack another titan before the battle, and eat the crews brains to learn how to pilot it and ride to victory [/obscure reference].


Fast Attack

Assault Squads - Suffer from the weaknesses of the Tac squad, but do it faster. They are useful as a support unit to remove (or at least tie up) support units to allow heavy hitters like Terminators to move in.

Vanguard - If you feel like living dangerously they have alot of potential: They can assault after deep strike, can all get melta bombs (or Thunder Hammers if you feel like splashing the points around). They can also get storm shields for added survivability. This sort of unit will be around 800pts, but if it works it'd be great. After the initial assault they'll either be shot to pieces or swamped with crappy infantry to stop them having a second go.

Land Speeders - Deep strike - check. Two multi-meltas - check. Pretty cheap - check. Can't be locked in assault - check.
Can be made useless by a single glancing hit shaking, stunning or degunning it - also check.

One of the best units available for rapid Titan killing, the humble Land Speeder can pack a pair of multi meltas for under 100 pts. They can deep strike, which risky, gives them a great approach that is near unstoppable (for one turn at least). Their obvious weakness is AV10 and being crippled by any shaken or stunned results. It's almost preferrable to lose one of the meltas or be immobilised, so at least you can still shoot (the chances of the huge titan getting out of LoS of an immobilised speeder is pretty low.
Even without deep strike speeders will probably register a low threat initially, or at least survive through turbo-boosting. Should the enemy decide they need to be killed, your cheap speeders are taking fire that could well be sent elsewhere.

As it is an Apoc game, the decision is up to you wether to squadron the Speeders. Squadroning means you can ignore Shaken results, good for flying up a flank. However the proliferation of massive blasts could mean you suffer from the 'wound allocation' system more than normal.

Attack Bikes - Small cheap multi-meltas. They are superior to Speeders in that they can hide from the huge amounts of ordinance flying around the board to get to their target. They are slower and in some ways more vulnerable. A fairly good choice, but I wouldn't build a strategy around them.


Heavy Support

Devestators - Though expensive and often put down due to expense, in Apoc they have their uses. With the larger table size their greater range becomes more aparrent, and being infantry (as opposed to a Predator Annihilator for example) they can sit in some secure terrain, immune to stunning, being irritating while the suckers... I mean glorious assault units... in the Land Raiders get blown to bits by StrD barrages.
- Four missile launchers can be used to hammer void sheilds and put holes in infantry screens. Fire enough kraks at the body and you could get some glances.
- Four lascannons can do the above, but also have a slightly better chance of getting hits on an un-shielded Titan.

Thunderfire - A very potent option, though not an obvious one. The key is using a Titan's strengths against itself. The Thunderfire boasts one of the longest ranges in the Marine arsenal, and has a very useful fire mode called Subterrranean. When you hit a Titan (not damage, just hit) if it wants to move it must move as if in difficult terrain (as it is a walker) and take a dangerous terrain test (as it is a vehicle). This can be used to effectively pin a Titan in place so it can't get out of LoS or away from an assault unit.

The Thunderfire can also chew up defending infantry pretty handily and is an easily overlooked piece of hardware.

Land Raiders - The standard Land Raider can do some damage to a Titan. Two lascannons (twin linked), an optional multi melta and filled with Terminators spell trouble no matter who you are. However they make nice juicy targets for any anti-tank gunner.

They are best used in multiples (much like Terminators) with standard models hanging back empty while assault troop laden Crusaders roll forward to disgourge their cargo. The Titan then has to choose to take out the assault troops and get whittled away by the lascannons, or kill teh long range fire but get a face full or chainfist.

And besides, if you're marines why wouldn't you field half a dozen Land Raiders?

Predator - A relatively cheap way to get massed lascannon fire, but a stunned result makes it useless. I'm more a fan of the Destructor for anti-infantry, bit others swear by Annihilators, so your mileage may vary.

Vindicator - While dead shooty it is a victim of short range and crap side armour. They need to get to point blank range to do any damage, and that's a pretty big ask. Better off using them to clear other things out of the way for other units.


Special Characters

Calgar - Expensive, and good at punching things, so a viable choice for your Titan destroying needs.

Sicarius - Nothing to benefit a titan killing mission apart from being able to give Tank Hunters to one unit.

Tigurius - A lack of Eternal Warrior and an invulnerable save (outside of Force Dome) makes him poentially less useful than a regular Librarian for his points.

Cassius - Not worth taking in my opinion.

Pedro - Stubborn isn't bad, but their are better ways to get it like...

Lysander - Eternal Warrior, terminator armour, TH/SS - this guy was made for ruining a Titan's day. The best character if you plan on a titan killing endeavour.

Shrike - Fleet is alright, but not fantastic. Ok, but there are better.

Vulkan - Twin linking all meltas, and making all thunder hammers master crafted. Bye bye titan.

Khaaaaaan!!!
- Heh, Khan...

Legion of the Damned - They have some acurate deep striking, can fire after deep striking and have a good save. Not a bad unit to have in your list as a plan B for taking out a difficult target.


Pwned with a pow!

Thursday, August 13, 2009

Titan Archives

Divisio Militaris
Rules Discussions and Tactica

Is the Phantom worth 2500pts? - Thoughts on the Phantom's advance release rules.

Arena of Death - Phantom vs Warlord
- Pitting giant robots against each other in brutal combat.


Titans in Assault - How to deal with being assaulted, when to assault and what to look out for.

Pre Game Planning - What you need to work out before the game has even begun, and why it's important.

Apocalypse Rules & Dirty Tricks - A few bits and pieces many people miss in the Apoc rulebook.

Blast Weapon Deviation
- How likely are you to hit your target? A bit of mathammer to help you out.

Is the Phantom Worth 2500 points? - Analysis and thoughts on the experimental rules.

Arena of Death: Phantom vs Warlord - The two giants slugging it out in no-holds barred combat!


Choosing Titan Weapons

Part 1 - Intro and mission purpose
Part 2 - The Vulcan Mega Bolter
Part 3 - The Inferno Gun
Part 4 - The Plasma Blasgun
Part 5 - The Twin Turbolaser
Part 6 - Equiping a Warhound (also includes some modeling advice)
Part 7 - The Gatling Blaster
Part 8 - The Melta Cannon
Part 9 - The Volcano Cannon (Reaver)
Part 10 - The Lasblaster
Part 11 - The Apocalypse Missile Launcher
Part 12 - The Vortex Support Missile


How to Kill a Titan

Part 1 - The basics
Part 2 - Space Marines


Other Superheavy Articles

Shadowsword variants I
- The six made from the plastic kits




Divisio Mandati
Background and Painting

Igneus Angelus and Praedecatio - Picture gallery

Unforgiven - Igneus Angelu's knee art step by step

Igneus Angelus - Solo gallery with full completion



Phantom Titan Build

Preperation:
Part 1: Inventory and cleaning
Part 2: Trimming and dry fitting

Magnetising the Tertiary Weapons.



Divisio Investigatus
Concept Rules and Scratchbuilding

Corvus Assault Pod - Rules ideas for the Titan mounted assault system

Closing the Gap - Changes to the Superheavy rules to bring them into the same durability level as Gargantuan Creatures.